Esempio n. 1
0
static bool quaff_potion(object_type *o_ptr, bool *ident)
{
	/* Analyze the potion */
	switch (o_ptr->sval)
	{
		case SV_POTION_WATER:
		case SV_POTION_APPLE_JUICE:
		case SV_POTION_SLIME_MOLD:
		{
			msg_print("You feel less thirsty.");
			*ident = TRUE;
			break;
		}

		case SV_POTION_SLOWNESS:
		{
			if (set_slow(p_ptr->slow + randint(25) + 15)) *ident = TRUE;
			break;
		}

		case SV_POTION_SALT_WATER:
		{
			msg_print("The potion makes you vomit!");
			(void)set_food(PY_FOOD_STARVE - 1);
			(void)set_poisoned(0);
			(void)set_paralyzed(p_ptr->paralyzed + 4);
			*ident = TRUE;
			break;
		}

		case SV_POTION_POISON:
		{
			if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
			{
				if (set_poisoned(p_ptr->poisoned + rand_int(15) + 10))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_POTION_BLINDNESS:
		{
			if (!p_ptr->resist_blind)
			{
				if (set_blind(p_ptr->blind + rand_int(100) + 100))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_POTION_CONFUSION:
		{
			if (!p_ptr->resist_confu)
			{
				if (set_confused(p_ptr->confused + rand_int(20) + 15))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_POTION_SLEEP:
		{
			if (!p_ptr->free_act)
			{
				if (set_paralyzed(p_ptr->paralyzed + rand_int(4) + 4))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_POTION_LOSE_MEMORIES:
		{
			if (!p_ptr->hold_life && (p_ptr->exp > 0))
			{
				msg_print("You feel your memories fade.");
				lose_exp(p_ptr->exp / 4);
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_RUINATION:
		{
			msg_print("Your nerves and muscles feel weak and lifeless!");
			take_hit(damroll(10, 10), "a potion of Ruination");
			(void)dec_stat(A_DEX, 25, TRUE);
			(void)dec_stat(A_WIS, 25, TRUE);
			(void)dec_stat(A_CON, 25, TRUE);
			(void)dec_stat(A_STR, 25, TRUE);
			(void)dec_stat(A_CHR, 25, TRUE);
			(void)dec_stat(A_INT, 25, TRUE);
			*ident = TRUE;
			break;
		}

		case SV_POTION_DEC_STR:
		{
			if (do_dec_stat(A_STR)) *ident = TRUE;
			break;
		}

		case SV_POTION_DEC_INT:
		{
			if (do_dec_stat(A_INT)) *ident = TRUE;
			break;
		}

		case SV_POTION_DEC_WIS:
		{
			if (do_dec_stat(A_WIS)) *ident = TRUE;
			break;
		}

		case SV_POTION_DEC_DEX:
		{
			if (do_dec_stat(A_DEX)) *ident = TRUE;
			break;
		}

		case SV_POTION_DEC_CON:
		{
			if (do_dec_stat(A_CON)) *ident = TRUE;
			break;
		}

		case SV_POTION_DEC_CHR:
		{
			if (do_dec_stat(A_CHR)) *ident = TRUE;
			break;
		}

		case SV_POTION_DETONATIONS:
		{
			msg_print("Massive explosions rupture your body!");
			take_hit(damroll(50, 20), "a potion of Detonation");
			(void)set_stun(p_ptr->stun + 75);
			(void)set_cut(p_ptr->cut + 5000);
			*ident = TRUE;
			break;
		}

		case SV_POTION_DEATH:
		{
			msg_print("A feeling of Death flows through your body.");
			take_hit(5000, "a potion of Death");
			*ident = TRUE;
			break;
		}

		case SV_POTION_INFRAVISION:
		{
			if (set_tim_infra(p_ptr->tim_infra + 100 + randint(100)))
			{
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_DETECT_INVIS:
		{
			if (set_tim_invis(p_ptr->tim_invis + 12 + randint(12)))
			{
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_SLOW_POISON:
		{
			if (set_poisoned(p_ptr->poisoned / 2)) *ident = TRUE;
			break;
		}

		case SV_POTION_CURE_POISON:
		{
			if (set_poisoned(0)) *ident = TRUE;
			break;
		}

		case SV_POTION_BOLDNESS:
		{
			if (set_afraid(0)) *ident = TRUE;
			break;
		}

		case SV_POTION_SPEED:
		{
			if (!p_ptr->fast)
			{
				if (set_fast(randint(25) + 15)) *ident = TRUE;
			}
			else
			{
				(void)set_fast(p_ptr->fast + 5);
			}
			break;
		}

		case SV_POTION_RESIST_HEAT:
		{
			if (set_oppose_fire(p_ptr->oppose_fire + randint(10) + 10))
			{
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_RESIST_COLD:
		{
			if (set_oppose_cold(p_ptr->oppose_cold + randint(10) + 10))
			{
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_HEROISM:
		{
			if (hp_player(10)) *ident = TRUE;
			if (set_afraid(0)) *ident = TRUE;
			if (set_hero(p_ptr->hero + randint(25) + 25)) *ident = TRUE;
			break;
		}

		case SV_POTION_BERSERK_STRENGTH:
		{
			if (hp_player(30)) *ident = TRUE;
			if (set_afraid(0)) *ident = TRUE;
			if (set_shero(p_ptr->shero + randint(25) + 25)) *ident = TRUE;
			break;
		}

		case SV_POTION_CURE_LIGHT:
		{
			if (hp_player(damroll(2, 8))) *ident = TRUE;
			if (set_blind(0)) *ident = TRUE;
			if (set_cut(p_ptr->cut - 10)) *ident = TRUE;
			break;
		}

		case SV_POTION_CURE_SERIOUS:
		{
			if (hp_player(damroll(4, 8))) *ident = TRUE;
			if (set_blind(0)) *ident = TRUE;
			if (set_confused(0)) *ident = TRUE;
			if (set_cut((p_ptr->cut / 2) - 50)) *ident = TRUE;
			break;
		}

		case SV_POTION_CURE_CRITICAL:
		{
			if (hp_player(damroll(6, 8))) *ident = TRUE;
			if (set_blind(0)) *ident = TRUE;
			if (set_confused(0)) *ident = TRUE;
			if (set_poisoned(0)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			break;
		}

		case SV_POTION_HEALING:
		{
			if (hp_player(300)) *ident = TRUE;
			if (set_blind(0)) *ident = TRUE;
			if (set_confused(0)) *ident = TRUE;
			if (set_poisoned(0)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			break;
		}

		case SV_POTION_STAR_HEALING:
		{
			if (hp_player(1200)) *ident = TRUE;
			if (set_blind(0)) *ident = TRUE;
			if (set_confused(0)) *ident = TRUE;
			if (set_poisoned(0)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			break;
		}

		case SV_POTION_LIFE:
		{
			msg_print("You feel life flow through your body!");
			restore_level();
			(void)set_poisoned(0);
			(void)set_blind(0);
			(void)set_confused(0);
			(void)set_image(0);
			(void)set_stun(0);
			(void)set_cut(0);
			(void)do_res_stat(A_STR);
			(void)do_res_stat(A_CON);
			(void)do_res_stat(A_DEX);
			(void)do_res_stat(A_WIS);
			(void)do_res_stat(A_INT);
			(void)do_res_stat(A_CHR);

			/* Recalculate max. hitpoints */
			update_stuff();

			hp_player(5000);

			*ident = TRUE;
			break;
		}

		case SV_POTION_RESTORE_MANA:
		{
			if (p_ptr->csp < p_ptr->msp)
			{
				p_ptr->csp = p_ptr->msp;
				p_ptr->csp_frac = 0;
				msg_print("Your feel your head clear.");
				p_ptr->redraw |= (PR_MANA);
				p_ptr->window |= (PW_PLAYER_0 | PW_PLAYER_1);
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_RESTORE_EXP:
		{
			if (restore_level()) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_STR:
		{
			if (do_res_stat(A_STR)) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_INT:
		{
			if (do_res_stat(A_INT)) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_WIS:
		{
			if (do_res_stat(A_WIS)) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_DEX:
		{
			if (do_res_stat(A_DEX)) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_CON:
		{
			if (do_res_stat(A_CON)) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_CHR:
		{
			if (do_res_stat(A_CHR)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_STR:
		{
			if (do_inc_stat(A_STR)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_INT:
		{
			if (do_inc_stat(A_INT)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_WIS:
		{
			if (do_inc_stat(A_WIS)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_DEX:
		{
			if (do_inc_stat(A_DEX)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_CON:
		{
			if (do_inc_stat(A_CON)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_CHR:
		{
			if (do_inc_stat(A_CHR)) *ident = TRUE;
			break;
		}

		case SV_POTION_AUGMENTATION:
		{
			if (do_inc_stat(A_STR)) *ident = TRUE;
			if (do_inc_stat(A_INT)) *ident = TRUE;
			if (do_inc_stat(A_WIS)) *ident = TRUE;
			if (do_inc_stat(A_DEX)) *ident = TRUE;
			if (do_inc_stat(A_CON)) *ident = TRUE;
			if (do_inc_stat(A_CHR)) *ident = TRUE;
			break;
		}

		case SV_POTION_ENLIGHTENMENT:
		{
			msg_print("An image of your surroundings forms in your mind...");
			wiz_lite();
			*ident = TRUE;
			break;
		}

		case SV_POTION_STAR_ENLIGHTENMENT:
		{
			msg_print("You begin to feel more enlightened...");
			message_flush();
			wiz_lite();
			(void)do_inc_stat(A_INT);
			(void)do_inc_stat(A_WIS);
			(void)detect_traps();
			(void)detect_doors();
			(void)detect_stairs();
			(void)detect_treasure();
			(void)detect_objects_gold();
			(void)detect_objects_normal();
			identify_pack();
			self_knowledge();
			*ident = TRUE;
			break;
		}

		case SV_POTION_SELF_KNOWLEDGE:
		{
			msg_print("You begin to know yourself a little better...");
			message_flush();
			self_knowledge();
			*ident = TRUE;
			break;
		}

		case SV_POTION_EXPERIENCE:
		{
			if (p_ptr->exp < PY_MAX_EXP)
			{
				s32b ee = (p_ptr->exp / 2) + 10;
				if (ee > 100000L) ee = 100000L;
				msg_print("You feel more experienced.");
				gain_exp(ee);
				*ident = TRUE;
			}
			break;
		}
	}

	return (TRUE);
}
Esempio n. 2
0
/* Cast the specified spell */
bool spell_cast(int spell, int dir)
{
    int chance;
    int plev = p_ptr->lev;
    bool failed = FALSE;
    int py = p_ptr->py;
    int px = p_ptr->px;

    /* Get the spell */
    const magic_type *mt_ptr = &mp_ptr->info[spell];

    /* Spell failure chance */
    chance = spell_chance(spell);

    /* Specialty Ability */
    if (player_has(PF_HEIGHTEN_MAGIC))
	plev += 1 + ((p_ptr->heighten_power + 5) / 10);
    if (player_has(PF_CHANNELING))
	plev += get_channeling_boost();

    /* Failed spell */
    if (randint0(100) < chance) {
	failed = TRUE;

	if (OPT(flush_failure))
	    flush();
	msg(magic_desc[mp_ptr->spell_realm][SPELL_FAIL]);
    }

    /* Process spell */
    else {
	/* Cast the spell */
	if (!cast_spell(mp_ptr->spell_book, mt_ptr->index, dir, plev))
	    return FALSE;

	/* A spell was cast */
	sound(MSG_SPELL);


	/* A spell was cast or a prayer prayed */
	if (!(p_ptr->spell_flags[spell] & PY_SPELL_WORKED)){
	    int e = mt_ptr->sexp;

	    /* The spell worked */
	    p_ptr->spell_flags[spell] |= PY_SPELL_WORKED;

	    /* Gain experience */
	    gain_exp(e * mt_ptr->slevel);
	    
	    /* Redraw object recall */
	    p_ptr->redraw |= (PR_OBJECT);
	}
    }

    /* Hack - simplify rune of mana calculations by fully draining the rune
     * first */
    if (cave_trap_specific(py, px, RUNE_MANA) && 
	(mana_reserve <= mt_ptr->smana)	&& (mt_ptr->index != 60)) 
    {
	p_ptr->csp += mana_reserve;
	mana_reserve = 0;
    }

    /* Rune of mana can take less mana than specified */
    if (mt_ptr->index == 60) {
	/* Standard mana amount */
	int mana = 40;

	/* Already full? */
	if (mana_reserve >= MAX_MANA_RESERVE) {
	    /* Use no mana */
	    mana = 0;
	}

	/* Don't put in more than we have */
	else if (p_ptr->csp < mana)
	    mana = p_ptr->csp;

	/* Don't put in more than it will hold */
	if (mana_reserve + mana > MAX_MANA_RESERVE)
	    mana = MAX_MANA_RESERVE - mana_reserve;

	/* Deduct */
	p_ptr->csp -= mana;
    }

    /* Use mana from a rune if possible */
    else if (cave_trap_specific(py, px, RUNE_MANA)
	     && (mana_reserve > mt_ptr->smana)) {
	mana_reserve -= mt_ptr->smana;
    }

    /* Sufficient mana */
    else if (mt_ptr->smana <= p_ptr->csp) {
	/* Use some mana */
	p_ptr->csp -= mt_ptr->smana;

	/* Specialty ability Harmony */
	if ((failed == FALSE) & (player_has(PF_HARMONY))) {
	    int frac, boost;

	    /* Percentage of max hp to be regained */
	    frac = 3 + (mt_ptr->smana / 3);

	    /* Cap at 10 % */
	    if (frac > 10)
		frac = 10;

	    /* Calculate fractional bonus */
	    boost = (frac * p_ptr->mhp) / 100;

	    /* Apply bonus */
	    (void) hp_player(boost);
	}
    }

    /* Over-exert the player */
    else {
	int oops = mt_ptr->smana - p_ptr->csp;

	/* No mana left */
	p_ptr->csp = 0;
	p_ptr->csp_frac = 0;

	/* Message */
	if (mp_ptr->spell_realm == REALM_NECROMANTIC)
	    msg("You collapse after the ritual!");
	else
	    msg("You faint from the effort!");

	/* Hack -- Bypass free action */
	(void) inc_timed(TMD_PARALYZED, randint1(5 * oops + 1), TRUE);

	/* Damage CON (possibly permanently) */
	if (randint0(100) < 50) {
	    bool perm = (randint0(100) < 25);

	    /* Message */
	    msg("You have damaged your health!");

	    /* Reduce constitution */
	    (void) dec_stat(A_CON, 15 + randint1(10), perm);
	}
    }


    /* Redraw mana */
    p_ptr->redraw |= (PR_MANA);

    return TRUE;
}
Esempio n. 3
0
/*
 * do_cmd_cast calls this function based on player class
 */
 void do_cmd_mind(void)
{
	int             n = 0;
	int             chance;
	int             minfail = 0;
	int             plev = p_ptr->lev;
	int             old_csp = p_ptr->csp;
	mind_type       spell;
	bool            cast;
	int             use_mind;
	
	/* not if confused */
	if (p_ptr->confused)
	{
		msg_print("You are too confused!");
		return;
	}

	/* get power */
	if (!get_class_power(&n)) return;

	
	if ((cp_ptr->flags) & CF_OFFICER)
    	{use_mind = MIND_OFFICER;}
    else if ((cp_ptr->flags) & CF_AESTHETE)
		{use_mind = MIND_AESTHETE;}
    else if ((cp_ptr->flags) & CF_EXPLORER)
		{use_mind = MIND_EXPLORER;}
    else if ((cp_ptr->flags) & CF_MEDIUM)
		{use_mind = MIND_MEDIUM;}
    else if ((cp_ptr->flags) & CF_RECKONER)
		{use_mind = MIND_RECKONER;}
    else if ((cp_ptr->flags) & CF_TOURIST)
		{use_mind = MIND_TOURIST;}
    else if ((cp_ptr->flags) & CF_HUSSAR)
		{use_mind = MIND_HUSSAR;}
    else if ((cp_ptr->flags) & CF_NATURE)
		{use_mind = MIND_NATURE;}
    else if ((cp_ptr->flags) & CF_NINJA)
		{use_mind = MIND_NINJA;}
	else {
			msg_print("You have no powers!");
		 }
		 
	spell = mind_powers[use_mind].info[n];
	
	/* Verify "dangerous" spells */
	if (spell.mana_cost > p_ptr->csp)
	{
		/* Warning */
		msg_print("You do not have enough mana to use this power.");

		/* Verify */
		if (!get_check("Attempt it anyway? ")) return;
	}

	/* Spell failure chance */
	chance = spell.fail;

	
	/* Reduce failure rate by "effective" level adjustment */
	chance -= 3 * (plev - spell.min_lev);
	
	/* Reduce failure rate by INT/WIS adjustment */
	chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[cp_ptr->spell_stat]] - 1);

	/* Not enough mana to cast */
	if (spell.mana_cost > p_ptr->csp)
	{
		chance += 5 * (spell.mana_cost - p_ptr->csp);
	}

	/* Extract the minimum failure rate */
	minfail = adj_mag_fail[p_ptr->stat_ind[cp_ptr->spell_stat]];

		/* Minimum failure rate */
		if (chance < minfail) chance = minfail;

		/* Stunning makes spells harder */
		if (p_ptr->stun > 50) chance += 25;
		else if (p_ptr->stun) chance += 15;

		/* Always a 5 percent chance of working */
		if (chance > 95) chance = 95;

		/* Failed spell */
		if (randint(100) < chance)
		{
			if (flush_failure) flush();
			msg_format("You failed to concentrate hard enough!");

		/* Backfire information would go here */

		}
		else
		{
			sound(SOUND_ZAP);

			switch(use_mind)
			{
			case MIND_OFFICER:
				/* Cast the spell */
				cast = cast_officer_spell(n);
				break;
			case MIND_AESTHETE:
				/* Cast the spell */
				cast = cast_aesthete_spell(n);
				break;
			case MIND_EXPLORER:
				/* Cast the spell */
				cast = cast_explorer_spell(n);
				break;
			case MIND_MEDIUM:
				/* Cast the spell */
				cast = cast_medium_spell(n);
				break;
			case MIND_RECKONER:
				/* Cast the spell */
				cast = cast_reckoner_spell(n);
				break;
			case MIND_TOURIST:
				/* Cast the spell */
				cast = cast_tourist_spell(n);
				break;
			case MIND_HUSSAR:
				/* Cast the spell */
				cast = cast_hussar_spell(n);
				break;
			case MIND_NATURE:
				/* Cast the spell */
				cast = cast_nature_spell(n);
				break;
			case MIND_NINJA:
				/* Cast the spell */
				cast = cast_ninja_spell(n);
				break;
			default:
				msg_format("Mystery power:%d, %d",use_mind, n);
				return;
			}
		}
	if (!cast) return;
	


	/* Take a turn */
	p_ptr->energy_use = 100;
	
	/* Sufficient mana */
	if (spell.mana_cost <= old_csp)
	{
		/* Use some mana */
		p_ptr->csp -= spell.mana_cost;

		/* Limit */
		if (p_ptr->csp < 0) p_ptr->csp = 0;
	}

	/* Over-exert the player */
	else
	{
		int oops = spell.mana_cost - old_csp;

		/* No mana left */
		p_ptr->csp = 0;
		p_ptr->csp_frac = 0;
		
		/* Message */
		msg_print("You faint from the effort!");

		/* Hack -- Bypass free action */
		(void)set_paralyzed(p_ptr->paralyzed + randint(5 * oops + 1));

		/* Damage WIS (possibly permanently) */
		if (randint(100) < 50)
		{
			bool perm = (randint(100) < 25);

			/* Message */
			msg_print("You have damaged your mind!");


			/* Reduce constitution */
			(void)dec_stat(A_WIS, 15 + randint(10), perm);
		}
	}

	/* Redraw mana */
	p_ptr->redraw |= (PR_MANA);

	/* Window stuff */
	p_ptr->window |= (PW_PLAYER_0 | PW_PLAYER_1);
}
Esempio n. 4
0
/*!
 * @brief 青魔法コマンドのメインルーチン /
 * do_cmd_cast calls this function if the player's class is 'Blue-Mage'.
 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
 */
bool do_cmd_cast_learned(void)
{
	int             n = 0;
	int             chance;
	int             minfail = 0;
	int             plev = p_ptr->lev;
	monster_power   spell;
	bool            cast;
	int             need_mana;


	/* not if confused */
	if (p_ptr->confused)
	{
		msg_print(_("混乱していて唱えられない!", "You are too confused!"));
		return TRUE;
	}

	/* get power */
	if (!get_learned_power(&n)) return FALSE;

	spell = monster_powers[n];

	need_mana = mod_need_mana(spell.smana, 0, REALM_NONE);

	/* Verify "dangerous" spells */
	if (need_mana > p_ptr->csp)
	{
		/* Warning */
		msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));

		if (!over_exert) return FALSE;

		/* Verify */
		if (!get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "))) return FALSE;
	}

	/* Spell failure chance */
	chance = spell.fail;

	/* Reduce failure rate by "effective" level adjustment */
	if (plev > spell.level) chance -= 3 * (plev - spell.level);
	else chance += (spell.level - plev);

	/* Reduce failure rate by INT/WIS adjustment */
	chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[A_INT]] - 1);

	chance = mod_spell_chance_1(chance);

	/* Not enough mana to cast */
	if (need_mana > p_ptr->csp)
	{
		chance += 5 * (need_mana - p_ptr->csp);
	}

	/* Extract the minimum failure rate */
	minfail = adj_mag_fail[p_ptr->stat_ind[A_INT]];

	/* Minimum failure rate */
	if (chance < minfail) chance = minfail;

	/* Stunning makes spells harder */
	if (p_ptr->stun > 50) chance += 25;
	else if (p_ptr->stun) chance += 15;

	/* Always a 5 percent chance of working */
	if (chance > 95) chance = 95;

	chance = mod_spell_chance_2(chance);

	/* Failed spell */
	if (randint0(100) < chance)
	{
		if (flush_failure) flush();
		msg_print(_("魔法をうまく唱えられなかった。", "You failed to concentrate hard enough!"));

		sound(SOUND_FAIL);

		if (n >= MS_S_KIN)
			/* Cast the spell */
			cast = cast_learned_spell(n, FALSE);
	}
	else
	{
		sound(SOUND_ZAP);

		/* Cast the spell */
		cast = cast_learned_spell(n, TRUE);

		if (!cast) return FALSE;
	}

	/* Sufficient mana */
	if (need_mana <= p_ptr->csp)
	{
		/* Use some mana */
		p_ptr->csp -= need_mana;
	}
	else
	{
		int oops = need_mana;

		/* No mana left */
		p_ptr->csp = 0;
		p_ptr->csp_frac = 0;

		/* Message */
		msg_print(_("精神を集中しすぎて気を失ってしまった!", "You faint from the effort!"));

		/* Hack -- Bypass free action */
		(void)set_paralyzed(p_ptr->paralyzed + randint1(5 * oops + 1));

		chg_virtue(V_KNOWLEDGE, -10);

		/* Damage CON (possibly permanently) */
		if (randint0(100) < 50)
		{
			bool perm = (randint0(100) < 25);

			/* Message */
			msg_print(_("体を悪くしてしまった!", "You have damaged your health!"));

			/* Reduce constitution */
			(void)dec_stat(A_CON, 15 + randint1(10), perm);
		}
	}

	/* Take a turn */
	p_ptr->energy_use = 100;

	/* Window stuff */
	p_ptr->redraw |= (PR_MANA);
	p_ptr->window |= (PW_PLAYER);
	p_ptr->window |= (PW_SPELL);

	return TRUE;
}
Esempio n. 5
0
/*
 * Do an effect, given an object.
 * Boost is the extent to which skill surpasses difficulty, used as % boost. It
 * ranges from 0 to 138.
 */
bool effect_do(effect_type effect, bool *ident, bool aware, int dir, int beam,
	int boost)
{
	int py = p_ptr->py;
	int px = p_ptr->px;
	int dam, chance;

	if (effect < 1 || effect > EF_MAX)
	{
		msg_print("Bad effect passed to do_effect().  Please report this bug.");
		return FALSE;
	}

	switch (effect)
	{
		case EF_POISON:
		{
			if (!p_ptr->state.resist_pois)
			{
				if (!p_ptr->timed[TMD_OPP_POIS] &&
					inc_timed(TMD_POISONED, damroll(2, 7)
					+ 10, TRUE))
					*ident = TRUE;
			}
			*ident = TRUE;
			wieldeds_notice_flag(OF_RES_POIS);

			return TRUE;
		}

		case EF_BLIND:
		{
			if (!p_ptr->state.resist_blind)
			{
				if (inc_timed(TMD_BLIND, damroll(4, 25) + 75,
					TRUE))
					*ident = TRUE;
			}
			*ident = TRUE;
			wieldeds_notice_flag(OF_RES_BLIND);

			return TRUE;
		}

		case EF_SCARE:
		{
			if (!p_ptr->state.resist_fear)
			{
				if (inc_timed(TMD_AFRAID, randint0(10) + 10,
					TRUE))
					*ident = TRUE;
			}
			*ident = TRUE;
			wieldeds_notice_flag(OF_RES_FEAR);

			return TRUE;
		}

		case EF_CONFUSE:
		{
			if (!p_ptr->state.resist_confu)
			{
				if (inc_timed(TMD_CONFUSED, damroll(4, 5) + 10,
					TRUE))
					*ident = TRUE;
			}
			*ident = TRUE;
			wieldeds_notice_flag(OF_RES_CONFU);

			return TRUE;
		}

		case EF_HALLUC:
		{
			if (!p_ptr->state.resist_chaos)
			{
				if (inc_timed(TMD_IMAGE, randint0(250) + 250,
					TRUE))
					*ident = TRUE;
			}
			*ident = TRUE;
			wieldeds_notice_flag(OF_RES_CHAOS);

			return TRUE;
		}

		case EF_PARALYZE:
		{
			if (!p_ptr->state.free_act)
			{
				if (inc_timed(TMD_PARALYZED, randint0(5) + 5,
					TRUE))
					*ident = TRUE;
			}
			*ident = TRUE;
			wieldeds_notice_flag(OF_FREE_ACT);

			return TRUE;
		}

		case EF_SLOW:
		{
			if (inc_timed(TMD_SLOW, randint1(25) + 15, TRUE))
			*ident = TRUE;
			return TRUE;
		}

		case EF_CURE_POISON:
		{
			if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_CURE_BLINDNESS:
		{
			if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_CURE_PARANOIA:
		{
			if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_CURE_CONFUSION:
		{
			if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_CURE_MIND:
		{
			if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_IMAGE, TRUE)) *ident = TRUE;
			if (!p_ptr->state.resist_confu &&
				inc_timed(TMD_OPP_CONF, damroll(4, 10), TRUE))
			    	*ident = TRUE;
			return TRUE;
		}

		case EF_CURE_BODY:
		{
			if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE;
			return TRUE;
		}


		case EF_CURE_LIGHT:
		{
			if (heal_player(15, 15)) *ident = TRUE;
			if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE;
			if (dec_timed(TMD_CUT, 20, TRUE)) *ident = TRUE;
			if (dec_timed(TMD_CONFUSED, 20, TRUE)) *ident = TRUE;

			return TRUE;
		}

		case EF_CURE_SERIOUS:
		{
			if (heal_player(20, 25)) *ident = TRUE;
			if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE;

			return TRUE;
		}

		case EF_CURE_CRITICAL:
		{
			if (heal_player(25, 30)) *ident = TRUE;
			if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_AMNESIA, TRUE)) *ident = TRUE;

			return TRUE;
		}

		case EF_CURE_FULL:
		{
			int amt = (p_ptr->mhp * 35) / 100;
			if (amt < 300) amt = 300;

			if (hp_player(amt)) *ident = TRUE;
			if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_AMNESIA, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_CURE_FULL2:
		{
			if (hp_player(1200)) *ident = TRUE;
			if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_AMNESIA, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_CURE_TEMP:
		{
			if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_HEAL1:
		{
			if (hp_player(500)) *ident = TRUE;
			if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_HEAL2:
		{
			if (hp_player(1000)) *ident = TRUE;
			if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_HEAL3:
		{
			if (hp_player(500)) *ident = TRUE;
			if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_GAIN_EXP:
		{
			if (p_ptr->exp < PY_MAX_EXP)
			{
				msg_print("You feel more experienced.");
				gain_exp(100000L);
				*ident = TRUE;
			}
			return TRUE;
		}

		case EF_LOSE_EXP:
		{
			if (!p_ptr->state.hold_life && (p_ptr->exp > 0))
			{
				msg_print("You feel your memories fade.");
				lose_exp(p_ptr->exp / 4);
				*ident = TRUE;
			}
			*ident = TRUE;
			wieldeds_notice_flag(OF_HOLD_LIFE);
			return TRUE;
		}

		case EF_RESTORE_EXP:
		{
			if (restore_level()) *ident = TRUE;
			return TRUE;
		}

		case EF_RESTORE_MANA:
		{
			if (p_ptr->csp < p_ptr->msp)
			{
				p_ptr->csp = p_ptr->msp;
				p_ptr->csp_frac = 0;
				msg_print("Your feel your head clear.");
				p_ptr->redraw |= (PR_MANA);
				*ident = TRUE;
			}
			return TRUE;
		}

		case EF_GAIN_STR:
		case EF_GAIN_INT:
		case EF_GAIN_WIS:
		case EF_GAIN_DEX:
		case EF_GAIN_CON:
		case EF_GAIN_CHR:
		{
			int stat = effect - EF_GAIN_STR;
			if (do_inc_stat(stat)) *ident = TRUE;
			return TRUE;
		}

		case EF_GAIN_ALL:
		{
			if (do_inc_stat(A_STR)) *ident = TRUE;
			if (do_inc_stat(A_INT)) *ident = TRUE;
			if (do_inc_stat(A_WIS)) *ident = TRUE;
			if (do_inc_stat(A_DEX)) *ident = TRUE;
			if (do_inc_stat(A_CON)) *ident = TRUE;
			if (do_inc_stat(A_CHR)) *ident = TRUE;
			return TRUE;
		}

		case EF_BRAWN:
		{
			/* Pick a random stat to decrease other than strength */
			int stat = randint0(A_MAX-1) + 1;

			if (do_dec_stat(stat, TRUE))
			{
				do_inc_stat(A_STR);
				*ident = TRUE;
			}

			return TRUE;
		}

		case EF_INTELLECT:
		{
			/* Pick a random stat to decrease other than intelligence */
			int stat = randint0(A_MAX-1);
			if (stat >= A_INT) stat++;

			if (do_dec_stat(stat, TRUE))
			{
				do_inc_stat(A_INT);
				*ident = TRUE;
			}

			return TRUE;
		}

		case EF_CONTEMPLATION:
		{
			/* Pick a random stat to decrease other than wisdom */
			int stat = randint0(A_MAX-1);
			if (stat >= A_WIS) stat++;

			if (do_dec_stat(stat, TRUE))
			{
				do_inc_stat(A_WIS);
				*ident = TRUE;
			}

			return TRUE;
		}

		case EF_TOUGHNESS:
		{
			/* Pick a random stat to decrease other than constitution */
			int stat = randint0(A_MAX-1);
			if (stat >= A_CON) stat++;

			if (do_dec_stat(stat, TRUE))
			{
				do_inc_stat(A_CON);
				*ident = TRUE;
			}

			return TRUE;
		}

		case EF_NIMBLENESS:
		{
			/* Pick a random stat to decrease other than dexterity */
			int stat = randint0(A_MAX-1);
			if (stat >= A_DEX) stat++;

			if (do_dec_stat(stat, TRUE))
			{
				do_inc_stat(A_DEX);
				*ident = TRUE;
			}

			return TRUE;
		}

		case EF_PLEASING:
		{
			/* Pick a random stat to decrease other than charisma */
			int stat = randint0(A_MAX-1);

			if (do_dec_stat(stat, TRUE))
			{
				do_inc_stat(A_CHR);
				*ident = TRUE;
			}

			return TRUE;
		}

		case EF_LOSE_STR:
		case EF_LOSE_INT:
		case EF_LOSE_WIS:
		case EF_LOSE_DEX:
		case EF_LOSE_CON:
		case EF_LOSE_CHR:
		{
			int stat = effect - EF_LOSE_STR;

			take_hit(damroll(5, 5), "stat drain");
			(void)do_dec_stat(stat, FALSE);
			*ident = TRUE;

			return TRUE;
		}

		case EF_LOSE_CON2:
		{
			take_hit(damroll(10, 10), "poisonous food");
			(void)do_dec_stat(A_CON, FALSE);
			*ident = TRUE;

			return TRUE;
		}

		case EF_RESTORE_STR:
		case EF_RESTORE_INT:
		case EF_RESTORE_WIS:
		case EF_RESTORE_DEX:
		case EF_RESTORE_CON:
		case EF_RESTORE_CHR:
		{
			int stat = effect - EF_RESTORE_STR;
			if (do_res_stat(stat)) *ident = TRUE;
			return TRUE;
		}

		case EF_CURE_NONORLYBIG:
		{
			msg_print("You feel life flow through your body!");
			restore_level();
			(void)clear_timed(TMD_POISONED, TRUE);
			(void)clear_timed(TMD_BLIND, TRUE);
			(void)clear_timed(TMD_CONFUSED, TRUE);
			(void)clear_timed(TMD_IMAGE, TRUE);
			(void)clear_timed(TMD_STUN, TRUE);
			(void)clear_timed(TMD_CUT, TRUE);
			(void)clear_timed(TMD_AMNESIA, TRUE);

			if (do_res_stat(A_STR)) *ident = TRUE;
			if (do_res_stat(A_INT)) *ident = TRUE;
			if (do_res_stat(A_WIS)) *ident = TRUE;
			if (do_res_stat(A_DEX)) *ident = TRUE;
			if (do_res_stat(A_CON)) *ident = TRUE;
			if (do_res_stat(A_CHR)) *ident = TRUE;

			/* Recalculate max. hitpoints */
			update_stuff();

			hp_player(5000);

			*ident = TRUE;
			return TRUE;
		}

		case EF_RESTORE_ALL:
		{
			/* Life, above, also gives these effects */
			if (do_res_stat(A_STR)) *ident = TRUE;
			if (do_res_stat(A_INT)) *ident = TRUE;
			if (do_res_stat(A_WIS)) *ident = TRUE;
			if (do_res_stat(A_DEX)) *ident = TRUE;
			if (do_res_stat(A_CON)) *ident = TRUE;
			if (do_res_stat(A_CHR)) *ident = TRUE;
			return TRUE;
		}

		case EF_RESTORE_ST_LEV:
		{
			if (restore_level()) *ident = TRUE;
			if (do_res_stat(A_STR)) *ident = TRUE;
			if (do_res_stat(A_INT)) *ident = TRUE;
			if (do_res_stat(A_WIS)) *ident = TRUE;
			if (do_res_stat(A_DEX)) *ident = TRUE;
			if (do_res_stat(A_CON)) *ident = TRUE;
			if (do_res_stat(A_CHR)) *ident = TRUE;
			return TRUE;
		}

		case EF_TMD_INFRA:
		{
			if (inc_timed(TMD_SINFRA, 100 + damroll(4, 25), TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_TMD_SINVIS:
		{
			if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE;
			if (inc_timed(TMD_SINVIS, 12 + damroll(2, 6), TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_TMD_ESP:
		{
			if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE;
			if (inc_timed(TMD_TELEPATHY, 12 + damroll(6, 6), TRUE))
				*ident = TRUE;
			return TRUE;
		}


		case EF_ENLIGHTENMENT:
		{
			msg_print("An image of your surroundings forms in your mind...");
			wiz_light();
			*ident = TRUE;
			return TRUE;
		}


		case EF_ENLIGHTENMENT2:
		{
			msg_print("You begin to feel more enlightened...");
			message_flush();
			wiz_light();
			(void)do_inc_stat(A_INT);
			(void)do_inc_stat(A_WIS);
			(void)detect_traps(TRUE);
			(void)detect_doorstairs(TRUE);
			(void)detect_treasure(TRUE);
			identify_pack();
			*ident = TRUE;
			return TRUE;
		}

		case EF_HERO:
		{
			if (hp_player(10)) *ident = TRUE;
			if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE;
			if (inc_timed(TMD_HERO, randint1(25) + 25, TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_SHERO:
		{
			if (hp_player(30)) *ident = TRUE;
			if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE;
			if (inc_timed(TMD_SHERO, randint1(25) + 25, TRUE))
				*ident = TRUE;
			return TRUE;
		}


		case EF_RESIST_ACID:
		{
			if (inc_timed(TMD_OPP_ACID, randint1(10) + 10, TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_RESIST_ELEC:
		{
			if (inc_timed(TMD_OPP_ELEC, randint1(10) + 10, TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_RESIST_FIRE:
		{
			if (inc_timed(TMD_OPP_FIRE, randint1(10) + 10, TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_RESIST_COLD:
		{
			if (inc_timed(TMD_OPP_COLD, randint1(10) + 10, TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_RESIST_POIS:
		{
			if (inc_timed(TMD_OPP_POIS, randint1(10) + 10, TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_RESIST_ALL:
		{
			if (inc_timed(TMD_OPP_ACID, randint1(20) + 20, TRUE))
				*ident = TRUE;
			if (inc_timed(TMD_OPP_ELEC, randint1(20) + 20, TRUE))
				*ident = TRUE;
			if (inc_timed(TMD_OPP_FIRE, randint1(20) + 20, TRUE))
				*ident = TRUE;
			if (inc_timed(TMD_OPP_COLD, randint1(20) + 20, TRUE))
				*ident = TRUE;
			if (inc_timed(TMD_OPP_POIS, randint1(20) + 20, TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_DETECT_TREASURE:
		{
			if (detect_treasure(aware)) *ident = TRUE;
			return TRUE;
		}

		case EF_DETECT_TRAP:
		{
			if (detect_traps(aware)) *ident = TRUE;
			return TRUE;
		}

		case EF_DETECT_DOORSTAIR:
		{
			if (detect_doorstairs(aware)) *ident = TRUE;
			return TRUE;
		}

		case EF_DETECT_INVIS:
		{
			if (detect_monsters_invis(aware)) *ident = TRUE;
			return TRUE;
		}

		case EF_DETECT_EVIL:
		{
			if (detect_monsters_evil(aware)) *ident = TRUE;
			return TRUE;
		}

		case EF_DETECT_ALL:
		{
			if (detect_all(aware)) *ident = TRUE;
			return TRUE;
		}

		case EF_ENCHANT_TOHIT:
		{
			*ident = TRUE;
			if (!enchant_spell(1, 0, 0)) return FALSE;
			return TRUE;
		}

		case EF_ENCHANT_TODAM:
		{
			*ident = TRUE;
			if (!enchant_spell(0, 1, 0)) return FALSE;
			return TRUE;
		}

		case EF_ENCHANT_WEAPON:
		{
			*ident = TRUE;
			if (!enchant_spell(randint1(3), randint1(3), 0))
				return FALSE;
			return TRUE;
		}

		case EF_ENCHANT_ARMOR:
		{
			*ident = TRUE;
			if (!enchant_spell(0, 0, 1)) return FALSE;
			return TRUE;
		}

		case EF_ENCHANT_ARMOR2:
		{
			*ident = TRUE;
			if (!enchant_spell(0, 0, randint1(3) + 2)) return FALSE;
			return TRUE;
		}

		case EF_IDENTIFY:
		{
			*ident = TRUE;
			if (!ident_spell()) return FALSE;
			return TRUE;
		}

		case EF_REMOVE_CURSE:
		{
			if (remove_curse())
			{
				if (!p_ptr->timed[TMD_BLIND])
					msg_print("The air around your body glows blue for a moment...");
				else
					msg_print("You feel as if someone is watching over you.");

				*ident = TRUE;
			}
			return TRUE;
		}

		case EF_REMOVE_CURSE2:
		{
			remove_all_curse();
			*ident = TRUE;
			return TRUE;
		}

		case EF_LIGHT:
		{
			if (light_area(damroll(2, 8), 2)) *ident = TRUE;
			return TRUE;
		}

		case EF_SUMMON_MON:
		{
			int i;
			sound(MSG_SUM_MONSTER);

			for (i = 0; i < randint1(3); i++)
			{
				if (summon_specific(py, px, p_ptr->depth, 0, 1))
					*ident = TRUE;
			}
			return TRUE;
		}

		case EF_SUMMON_UNDEAD:
		{
			int i;
			sound(MSG_SUM_UNDEAD);

			for (i = 0; i < randint1(3); i++)
			{
				if (summon_specific(py, px, p_ptr->depth,
					SUMMON_UNDEAD, 1))
					*ident = TRUE;
			}
			return TRUE;
		}

		case EF_TELE_PHASE:
		{
			teleport_player(10);
			*ident = TRUE;
			return TRUE;
		}

		case EF_TELE_LONG:
		{
			teleport_player(100);
			*ident = TRUE;
			return TRUE;
		}

		case EF_TELE_LEVEL:
		{
			(void)teleport_player_level();
			*ident = TRUE;
			return TRUE;
		}

		case EF_CONFUSING:
		{
			if (p_ptr->confusing == 0)
			{
				msg_print("Your hands begin to glow.");
				p_ptr->confusing = TRUE;
				*ident = TRUE;
			}
			return TRUE;
		}

		case EF_MAPPING:
		{
			map_area();
			*ident = TRUE;
			return TRUE;
		}

		case EF_RUNE:
		{
			warding_glyph();
			*ident = TRUE;
			return TRUE;
		}

		case EF_ACQUIRE:
		{
			acquirement(py, px, p_ptr->depth, 1, TRUE);
			*ident = TRUE;
			return TRUE;
		}

		case EF_ACQUIRE2:
		{
			acquirement(py, px, p_ptr->depth, randint1(2) + 1,
				TRUE);
			*ident = TRUE;
			return TRUE;
		}

		case EF_ANNOY_MON:
		{
			msg_print("There is a high pitched humming noise.");
			aggravate_monsters(0);
			*ident = TRUE;
			return TRUE;
		}

		case EF_CREATE_TRAP:
		{
			/* Hack -- no traps in the town */
			if (p_ptr->depth == 0)
				return TRUE;

			trap_creation();
			msg_print("You hear a low-pitched whistling sound.");
			*ident = TRUE;
			return TRUE;
		}

		case EF_DESTROY_TDOORS:
		{
			if (destroy_doors_touch()) *ident = TRUE;
			return TRUE;
		}

		case EF_RECHARGE:
		{
			*ident = TRUE;
			if (!recharge(60)) return FALSE;
			return TRUE;
		}

		case EF_BANISHMENT:
		{
			*ident = TRUE;
			if (!banishment()) return FALSE;
			return TRUE;
		}

		case EF_DARKNESS:
		{
			if ((!p_ptr->state.resist_blind) && (!p_ptr->state.resist_dark))
				(void)inc_timed(TMD_BLIND, 3 + randint1(5), TRUE);

			unlight_area(10, 3);

			wieldeds_notice_flag(OF_RES_BLIND);
			wieldeds_notice_flag(OF_RES_DARK);

			*ident = TRUE;
			return TRUE;
		}

		case EF_PROTEVIL:
		{
			if (inc_timed(TMD_PROTEVIL, randint1(25) + 3 *
				p_ptr->lev, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_SATISFY:
		{
			if (set_food(PY_FOOD_MAX - 1)) *ident = TRUE;
			return TRUE;
		}

		case EF_CURSE_WEAPON:
		{
			if (curse_weapon()) *ident = TRUE;
			return TRUE;
		}

		case EF_CURSE_ARMOR:
		{
			if (curse_armor()) *ident = TRUE;
			return TRUE;
		}

		case EF_BLESSING:
		{
			if (inc_timed(TMD_BLESSED, randint1(12) + 6, TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_BLESSING2:
		{
			if (inc_timed(TMD_BLESSED, randint1(24) + 12, TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_BLESSING3:
		{
			if (inc_timed(TMD_BLESSED, randint1(48) + 24, TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_RECALL:
		{
			set_recall();
			*ident = TRUE;
			return TRUE;
		}

		case EF_DEEP_DESCENT:
		{
			int i, target_depth = p_ptr->depth;
			
			/* Calculate target depth */
			for (i = 2; i > 0; i--)
			{
				if (is_quest(target_depth)) break;
				if (target_depth >= MAX_DEPTH - 1) break;
				
				target_depth++;
			}

			if (target_depth > p_ptr->depth)
			{
				message(MSG_TPLEVEL, 0, "You sink through the floor...");
				dungeon_change_level(target_depth);
				*ident = TRUE;
			}

			return TRUE;
		}

		case EF_LOSHASTE:
		{
			if (speed_monsters()) *ident = TRUE;
			return TRUE;
		}

		case EF_LOSSLEEP:
		{
			if (sleep_monsters(aware)) *ident = TRUE;
			return TRUE;
		}

		case EF_LOSSLOW:
		{
			if (slow_monsters()) *ident = TRUE;
			return TRUE;
		}

		case EF_LOSCONF:
		{
			if (confuse_monsters(aware)) *ident = TRUE;
			return TRUE;
		}

		case EF_LOSKILL:
		{
			(void)mass_banishment();
			*ident = TRUE;
			return TRUE;
		}

		case EF_EARTHQUAKES:
		{
			earthquake(py, px, 10);
			*ident = TRUE;
			return TRUE;
		}

		case EF_DESTRUCTION2:
		{
			destroy_area(py, px, 15, TRUE);
			*ident = TRUE;
			return TRUE;
		}

		case EF_ILLUMINATION:
		{
			if (light_area(damroll(2, 15), 3)) *ident = TRUE;
			return TRUE;
		}

		case EF_CLAIRVOYANCE:
		{
			*ident = TRUE;
			wiz_light();
			(void)detect_traps(TRUE);
			(void)detect_doorstairs(TRUE);
			return TRUE;
		}

		case EF_PROBING:
		{
			*ident = probing();
			return TRUE;
		}

		case EF_STONE_TO_MUD:
		{
			if (wall_to_mud(dir)) *ident = TRUE;
			return TRUE;
		}

		case EF_CONFUSE2:
		{
			*ident = TRUE;
			confuse_monster(dir, 20, aware);
			return TRUE;
		}

		case EF_BIZARRE:
		{
			*ident = TRUE;
			ring_of_power(dir);
			return TRUE;
		}

		case EF_STAR_BALL:
		{
			int i;
			*ident = TRUE;
			for (i = 0; i < 8; i++) fire_ball(GF_ELEC, ddd[i],
				(150 * (100 + boost) / 100), 3);
			return TRUE;
		}

		case EF_RAGE_BLESS_RESIST:
		{
			*ident = TRUE;
			(void)hp_player(30);
			(void)clear_timed(TMD_AFRAID, TRUE);
			(void)inc_timed(TMD_SHERO, randint1(50) + 50, TRUE);
			(void)inc_timed(TMD_BLESSED, randint1(50) + 50, TRUE);
			(void)inc_timed(TMD_OPP_ACID, randint1(50) + 50, TRUE);
			(void)inc_timed(TMD_OPP_ELEC, randint1(50) + 50, TRUE);
			(void)inc_timed(TMD_OPP_FIRE, randint1(50) + 50, TRUE);
			(void)inc_timed(TMD_OPP_COLD, randint1(50) + 50, TRUE);
			(void)inc_timed(TMD_OPP_POIS, randint1(50) + 50, TRUE);
			return TRUE;
		}

		case EF_SLEEPII:
		{
			*ident = TRUE;
			sleep_monsters_touch(aware);
			return TRUE;
		}

		case EF_RESTORE_LIFE:
		{
			*ident = TRUE;
			restore_level();
			return TRUE;
		}

		case EF_MISSILE:
		{
			*ident = TRUE;
			dam = damroll(3, 4) * (100 + boost) / 100;
			fire_bolt_or_beam(beam, GF_MISSILE, dir, dam);
			return TRUE;
		}

		case EF_DISPEL_EVIL:
		{
			*ident = TRUE;
			dam = p_ptr->lev * 5 * (100 + boost) / 100;
			dispel_evil(dam);
			return TRUE;
		}

		case EF_DISPEL_EVIL60:
		{
			dam = 60 * (100 + boost) / 100;
			if (dispel_evil(dam)) *ident = TRUE;
			return TRUE;
		}

		case EF_DISPEL_UNDEAD:
		{
			dam = 60 * (100 + boost) / 100;
			if (dispel_undead(dam)) *ident = TRUE;
			return TRUE;
		}

		case EF_DISPEL_ALL:
		{
			dam = 120 * (100 + boost) / 100;
			if (dispel_monsters(dam)) *ident = TRUE;
			return TRUE;
		}

		case EF_HASTE:
		{
			if (!p_ptr->timed[TMD_FAST])
			{
				if (set_timed(TMD_FAST, damroll(2, 10) + 20, TRUE)) *ident = TRUE;
			}
			else
			{
				(void)inc_timed(TMD_FAST, 5, TRUE);
			}

			return TRUE;
		}

		case EF_HASTE1:
		{
			if (!p_ptr->timed[TMD_FAST])
			{
				if (set_timed(TMD_FAST, randint1(20) + 20, TRUE)) *ident = TRUE;
			}
			else
			{
				(void)inc_timed(TMD_FAST, 5, TRUE);
			}

			return TRUE;
		}

		case EF_HASTE2:
		{
			if (!p_ptr->timed[TMD_FAST])
			{
				if (set_timed(TMD_FAST, randint1(75) + 75, TRUE)) *ident = TRUE;
			}
			else
			{
				(void)inc_timed(TMD_FAST, 5, TRUE);
			}

			return TRUE;
		}


		case EF_FIRE_BOLT:
		{
			*ident = TRUE;
			dam = damroll(9, 8) * (100 + boost) / 100;
			fire_bolt(GF_FIRE, dir, dam);
			return TRUE;
		}

		case EF_FIRE_BOLT2:
		{
			dam = damroll(12, 8) * (100 + boost) / 100;
			fire_bolt_or_beam(beam, GF_FIRE, dir, dam);
			*ident = TRUE;
			return TRUE;
		}

		case EF_FIRE_BOLT3:
		{
			dam = damroll(16, 8) * (100 + boost) / 100;
			fire_bolt_or_beam(beam, GF_FIRE, dir, dam);
			*ident = TRUE;
			return TRUE;
		}

		case EF_FIRE_BOLT72:
		{
			dam = 72 * (100 + boost) / 100;
			*ident = TRUE;
			fire_ball(GF_FIRE, dir, dam, 2);
			return TRUE;
		}

		case EF_FIRE_BALL:
		{
			dam = 144 * (100 + boost) / 100;
			fire_ball(GF_FIRE, dir, dam, 2);
			*ident = TRUE;
			return TRUE;
		}

		case EF_FIRE_BALL2:
		{
			dam = 120 * (100 + boost) / 100;
			*ident = TRUE;
			fire_ball(GF_FIRE, dir, dam, 3);
			return TRUE;
		}

		case EF_FIRE_BALL200:
		{
			dam = 200 * (100 + boost) / 100;
			*ident = TRUE;
			fire_ball(GF_FIRE, dir, dam, 3);
			return TRUE;
		}

		case EF_COLD_BOLT:
		{
			dam = damroll(6, 8) * (100 + boost) / 100;
			*ident = TRUE;
			fire_bolt_or_beam(beam, GF_COLD, dir, dam);
			return TRUE;
		}

		case EF_COLD_BOLT2:
		{
			dam = damroll(12, 8) * (100 + boost) / 100;
			*ident = TRUE;
			fire_bolt(GF_COLD, dir, dam);
			return TRUE;
		}

		case EF_COLD_BALL2:
		{
			dam = 200 * (100 + boost) / 100;
			*ident = TRUE;
			fire_ball(GF_COLD, dir, dam, 3);
			return TRUE;
		}

		case EF_COLD_BALL50:
		{
			dam = 50 * (100 + boost) / 100;
			*ident = TRUE;
			fire_ball(GF_COLD, dir, dam, 2);
			return TRUE;
		}

		case EF_COLD_BALL100:
		{
			dam = 100 * (100 + boost) / 100;
			*ident = TRUE;
			fire_ball(GF_COLD, dir, dam, 2);
			return TRUE;
		}

		case EF_COLD_BALL160:
		{
			dam = 160 * (100 + boost) / 100;
			*ident = TRUE;
			fire_ball(GF_COLD, dir, dam, 3);
			return TRUE;
		}

		case EF_ACID_BOLT:
		{
			dam = damroll(5, 8) * (100 + boost) / 100;
			*ident = TRUE;
			fire_bolt(GF_ACID, dir, dam);
			return TRUE;
		}

		case EF_ACID_BOLT2:
		{
			dam = damroll(10, 8) * (100 + boost) / 100;
			fire_bolt_or_beam(beam, GF_ACID, dir, dam);
			*ident = TRUE;
			return TRUE;
		}

		case EF_ACID_BOLT3:
		{
			dam = damroll(12, 8) * (100 + boost) / 100;
			fire_bolt_or_beam(beam, GF_ACID, dir, dam);
			*ident = TRUE;
			return TRUE;
		}

		case EF_ACID_BALL:
		{
			dam = 120 * (100 + boost) / 100;
			fire_ball(GF_ACID, dir, dam, 2);
			*ident = TRUE;
			return TRUE;
		}

		case EF_ELEC_BOLT:
		{
			dam = damroll(6, 6) * (100 + boost) / 100;
			*ident = TRUE;
			fire_beam(GF_ELEC, dir, dam);
			return TRUE;
		}

		case EF_ELEC_BALL:
		{
			dam = 64 * (100 + boost) / 100;
			fire_ball(GF_ELEC, dir, dam, 2);
			*ident = TRUE;
			return TRUE;
		}

		case EF_ELEC_BALL2:
		{
			dam = 250 * (100 + boost) / 100;
			*ident = TRUE;
			fire_ball(GF_ELEC, dir, dam, 3);
			return TRUE;
		}


		case EF_ARROW:
		{
			dam = 150 * (100 + boost) / 100;
			*ident = TRUE;
			fire_bolt(GF_ARROW, dir, dam);
			return TRUE;
		}

		case EF_REM_FEAR_POIS:
		{
			*ident = TRUE;
			(void)clear_timed(TMD_AFRAID, TRUE);
			(void)clear_timed(TMD_POISONED, TRUE);
			return TRUE;
		}

		case EF_STINKING_CLOUD:
		{
			dam = 12 * (100 + boost) / 100;
			*ident = TRUE;
			fire_ball(GF_POIS, dir, dam, 3);
			return TRUE;
		}


		case EF_DRAIN_LIFE1:
		{
			dam = 90 * (100 + boost) / 100;
			if (drain_life(dir, dam)) *ident = TRUE;
			return TRUE;
		}

		case EF_DRAIN_LIFE2:
		{
			dam = 120 * (100 + boost) / 100;
			if (drain_life(dir, dam)) *ident = TRUE;
			return TRUE;
		}

		case EF_DRAIN_LIFE3:
		{
			dam = 150 * (100 + boost) / 100;
			if (drain_life(dir, dam)) *ident = TRUE;
			return TRUE;
		}

		case EF_DRAIN_LIFE4:
		{
			dam = 250 * (100 + boost) / 100;
			if (drain_life(dir, dam)) *ident = TRUE;
			return TRUE;
		}

		case EF_FIREBRAND:
		{
			*ident = TRUE;
			if (!brand_bolts()) return FALSE;
			return TRUE;
		}

		case EF_MANA_BOLT:
		{
			dam = damroll(12, 8) * (100 + boost) / 100;
			fire_bolt(GF_MANA, dir, dam);
			*ident = TRUE;
			return TRUE;
		}

		case EF_MON_HEAL:
		{
			if (heal_monster(dir)) *ident = TRUE;
			return TRUE;
		}

		case EF_MON_HASTE:
		{
			if (speed_monster(dir)) *ident = TRUE;
			return TRUE;
		}

		case EF_MON_SLOW:
		{
			if (slow_monster(dir)) *ident = TRUE;
			return TRUE;
		}

		case EF_MON_CONFUSE:
		{
			if (confuse_monster(dir, 10, aware)) *ident = TRUE;
			return TRUE;
		}

		case EF_MON_SLEEP:
		{
			if (sleep_monster(dir, aware)) *ident = TRUE;
			return TRUE;
		}

		case EF_MON_CLONE:
		{
			if (clone_monster(dir)) *ident = TRUE;
			return TRUE;
		}

		case EF_MON_SCARE:
		{
			if (fear_monster(dir, 10, aware)) *ident = TRUE;
			return TRUE;
		}

		case EF_LIGHT_LINE:
		{
			msg_print("A line of shimmering blue light appears.");
			light_line(dir);
			*ident = TRUE;
			return TRUE;
		}

		case EF_TELE_OTHER:
		{
			if (teleport_monster(dir)) *ident = TRUE;
			return TRUE;
		}

		case EF_DISARMING:
		{
			if (disarm_trap(dir)) *ident = TRUE;
			return TRUE;
		}

		case EF_TDOOR_DEST:
		{
			if (destroy_door(dir)) *ident = TRUE;
			return TRUE;
		}

		case EF_POLYMORPH:
		{
			if (poly_monster(dir)) *ident = TRUE;
			return TRUE;
		}

		case EF_STARLIGHT:
		{
			int i;
			if (!p_ptr->timed[TMD_BLIND])
				msg_print("Light shoots in all directions!");
			for (i = 0; i < 8; i++) light_line(ddd[i]);
			*ident = TRUE;
			return TRUE;
		}

		case EF_STARLIGHT2:
		{
			int k;
			for (k = 0; k < 8; k++) strong_light_line(ddd[k]);
			*ident = TRUE;
			return TRUE;
		}

		case EF_BERSERKER:
		{
			if (inc_timed(TMD_SHERO, randint1(50) + 50, TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_WONDER:
		{
			if (effect_wonder(dir, randint1(100) + p_ptr->lev / 5,
				beam)) *ident = TRUE;
			return TRUE;
		}

		case EF_WAND_BREATH:
		{
			/* table of random ball effects and their damages */
			const int breath_types[] = {
				GF_ACID, 200,
				GF_ELEC, 160,
				GF_FIRE, 200,
				GF_COLD, 160,
				GF_POIS, 120
			};
			/* pick a random (type, damage) tuple in the table */
			int which = 2 * randint0(sizeof(breath_types) / (2 * sizeof(int)));
			if (fire_ball(breath_types[which], dir, breath_types[which + 1], 3))
				*ident = TRUE;
			return TRUE;
		}

		case EF_STAFF_MAGI:
		{
			if (do_res_stat(A_INT)) *ident = TRUE;
			if (p_ptr->csp < p_ptr->msp)
			{
				p_ptr->csp = p_ptr->msp;
				p_ptr->csp_frac = 0;
				*ident = TRUE;
				msg_print("Your feel your head clear.");
				p_ptr->redraw |= (PR_MANA);
			}
			return TRUE;
		}

		case EF_STAFF_HOLY:
		{
			dam = 120 * (100 + boost) / 100;
			if (dispel_evil(dam)) *ident = TRUE;
			if (inc_timed(TMD_PROTEVIL, randint1(25) + 3 *
				p_ptr->lev, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE;
			if (hp_player(50)) *ident = TRUE;
			if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_DRINK_BREATH:
		{
			const int breath_types[] =
			{
				GF_FIRE, 80,
				GF_COLD, 80,
			};

			int which = 2 * randint0(N_ELEMENTS(breath_types) / 2);
			fire_ball(breath_types[which], dir, breath_types[which + 1], 2);
			*ident = TRUE;
			return TRUE;
		}

		case EF_DRINK_GOOD:
		{
			msg_print("You feel less thirsty.");
			*ident = TRUE;
			return TRUE;
		}

		case EF_DRINK_DEATH:
		{
			msg_print("A feeling of Death flows through your body.");
			take_hit(5000, "a potion of Death");
			*ident = TRUE;
			return TRUE;
		}

		case EF_DRINK_RUIN:
		{
			msg_print("Your nerves and muscles feel weak and lifeless!");
			take_hit(damroll(10, 10), "a potion of Ruination");
			(void)dec_stat(A_DEX, TRUE);
			(void)dec_stat(A_WIS, TRUE);
			(void)dec_stat(A_CON, TRUE);
			(void)dec_stat(A_STR, TRUE);
			(void)dec_stat(A_CHR, TRUE);
			(void)dec_stat(A_INT, TRUE);
			*ident = TRUE;
			return TRUE;
		}

		case EF_DRINK_DETONATE:
		{
			msg_print("Massive explosions rupture your body!");
			take_hit(damroll(50, 20), "a potion of Detonation");
			(void)inc_timed(TMD_STUN, 75, TRUE);
			(void)inc_timed(TMD_CUT, 5000, TRUE);
			*ident = TRUE;
			return TRUE;
		}

		case EF_DRINK_SALT:
		{
			msg_print("The potion makes you vomit!");
			(void)set_food(PY_FOOD_STARVE - 1);
			(void)clear_timed(TMD_POISONED, TRUE);
			(void)inc_timed(TMD_PARALYZED, 4, TRUE);
			*ident = TRUE;
			return TRUE;
		}

		case EF_FOOD_GOOD:
		{
			msg_print("That tastes good.");
			*ident = TRUE;
			return TRUE;
		}

		case EF_FOOD_WAYBREAD:
		{
			msg_print("That tastes good.");
			(void)clear_timed(TMD_POISONED, TRUE);
			(void)hp_player(damroll(4, 8));
			*ident = TRUE;
			return TRUE;
		}

		case EF_SHROOM_EMERGENCY:
		{
			(void)set_timed(TMD_IMAGE, rand_spread(250, 50), TRUE);
			(void)set_timed(TMD_OPP_FIRE, rand_spread(30, 10), TRUE);
			(void)set_timed(TMD_OPP_COLD, rand_spread(30, 10), TRUE);
			(void)hp_player(200);
			*ident = TRUE;
			return TRUE;
		}

		case EF_SHROOM_TERROR:
		{
			if (set_timed(TMD_TERROR, rand_spread(100, 20), TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_SHROOM_STONE:
		{
			if (set_timed(TMD_STONESKIN, rand_spread(80, 20), TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_SHROOM_DEBILITY:
		{
			int stat = one_in_(2) ? A_STR : A_CON;

			if (p_ptr->csp < p_ptr->msp)
			{
				p_ptr->csp = p_ptr->msp;
				p_ptr->csp_frac = 0;
				msg_print("Your feel your head clear.");
				p_ptr->redraw |= (PR_MANA);
				*ident = TRUE;
			}

			(void)do_dec_stat(stat, FALSE);

			*ident = TRUE;
			return TRUE;
		}

		case EF_SHROOM_SPRINTING:
		{
			if (inc_timed(TMD_SPRINT, 100, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_SHROOM_PURGING:
		{
			(void)set_food(PY_FOOD_FAINT - 1);
			if (do_res_stat(A_STR)) *ident = TRUE;
			if (do_res_stat(A_CON)) *ident = TRUE;
			if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_RING_ACID:
		{
			dam = 70 * (100 + boost) / 100;
			*ident = TRUE;
			fire_ball(GF_ACID, dir, dam, 2);
			inc_timed(TMD_OPP_ACID, randint1(20) + 20, TRUE);
			return TRUE;
		}

		case EF_RING_FLAMES:
		{
			dam = 80 * (100 + boost) / 100;
			*ident = TRUE;
			fire_ball(GF_FIRE, dir, dam, 2);
			inc_timed(TMD_OPP_FIRE, randint1(20) + 20, TRUE);
			return TRUE;
		}

		case EF_RING_ICE:
		{
			dam = 75 * (100 + boost) / 100;
			*ident = TRUE;
			fire_ball(GF_COLD, dir, dam, 2);
			inc_timed(TMD_OPP_COLD, randint1(20) + 20, TRUE);
			return TRUE;
		}

		case EF_RING_LIGHTNING:
		{
			dam = 85 * (100 + boost) / 100;
			*ident = TRUE;
			fire_ball(GF_ELEC, dir, dam, 2);
			inc_timed(TMD_OPP_ELEC, randint1(20) + 20, TRUE);
			return TRUE;
		}

		case EF_DRAGON_BLUE:
		{
			dam = 100 * (100 + boost) / 100;
			message_format(MSG_BR_ELEC, 0, "You breathe lightning.");
			fire_ball(GF_ELEC, dir, dam, 2);
			return TRUE;
		}

		case EF_DRAGON_GREEN:
		{
			dam = 150 * (100 + boost) / 100;
			message_format(MSG_BR_GAS, 0, "You breathe poison gas.");
			fire_ball(GF_POIS, dir, dam, 2);
			return TRUE;
		}

		case EF_DRAGON_RED:
		{
			dam = 200 * (100 + boost) / 100;
			message_format(MSG_BR_FIRE, 0, "You breathe fire.");
			fire_ball(GF_FIRE, dir, dam, 2);
			return TRUE;
		}

		case EF_DRAGON_MULTIHUED:
		{
			static const struct
			{
				int msg_sound;
				const char *msg;
				int typ;
			} mh[] =
			{
				{ MSG_BR_ELEC,  "lightning",  GF_ELEC },
				{ MSG_BR_FROST, "frost",      GF_COLD },
				{ MSG_BR_ACID,  "acid",       GF_ACID },
				{ MSG_BR_GAS,   "poison gas", GF_POIS },
				{ MSG_BR_FIRE,  "fire",       GF_FIRE }
			};

			int chance = randint0(5);
			dam = 250 * (100 + boost) / 100;
			message_format(mh[chance].msg_sound, 0, "You breathe %s.", mh[chance].msg);
			fire_ball(mh[chance].typ, dir, dam, 2);
			return TRUE;
		}

		case EF_DRAGON_BRONZE:
		{
			dam = 120 * (100 + boost) / 100;
			message_format(MSG_BR_CONF, 0, "You breathe confusion.");
			fire_ball(GF_CONFUSION, dir, dam, 2);
			return TRUE;
		}

		case EF_DRAGON_GOLD:
		{
			dam = 130 * (100 + boost) / 100;
			message_format(MSG_BR_SOUND, 0, "You breathe sound.");
			fire_ball(GF_SOUND, dir, dam, 2);
			return TRUE;
		}

		case EF_DRAGON_CHAOS:
		{
			dam = 220 * (100 + boost) / 100;
			chance = randint0(2);
			message_format((chance == 1 ? MSG_BR_CHAOS : MSG_BR_DISENCHANT), 0,
					"You breathe %s.",
					((chance == 1 ? "chaos" : "disenchantment")));
			fire_ball((chance == 1 ? GF_CHAOS : GF_DISENCHANT),
			          dir, dam, 2);
			return TRUE;
		}

		case EF_DRAGON_LAW:
		{
			dam = 230 * (100 + boost) / 100;
			chance = randint0(2);
			message_format((chance == 1 ? MSG_BR_SOUND : MSG_BR_SHARDS), 0, "You breathe %s.",
			           ((chance == 1 ? "sound" : "shards")));
			fire_ball((chance == 1 ? GF_SOUND : GF_SHARD),
			          dir, dam, 2);
			return TRUE;
		}

		case EF_DRAGON_BALANCE:
		{
			dam = 250 * (100 + boost) / 100;
			chance = randint0(4);
			msg_format("You breathe %s.",
			           ((chance == 1) ? "chaos" :
			            ((chance == 2) ? "disenchantment" :
			             ((chance == 3) ? "sound" : "shards"))));
			fire_ball(((chance == 1) ? GF_CHAOS :
			           ((chance == 2) ? GF_DISENCHANT :
			            ((chance == 3) ? GF_SOUND : GF_SHARD))),
			          dir, dam, 2);
			return TRUE;
		}

		case EF_DRAGON_SHINING:
		{
			dam = 200 * (100 + boost) / 100;
			chance = randint0(2);
			message_format((chance == 0 ? MSG_BR_LIGHT : MSG_BR_DARK), 0, "You breathe %s.",
			        ((chance == 0 ? "light" : "darkness")));
			fire_ball((chance == 0 ? GF_LIGHT : GF_DARK), dir, dam,
				2);
			return TRUE;
		}

		case EF_DRAGON_POWER:
		{
			dam = 300 * (100 + boost) / 100;
			message_format(MSG_BR_ELEMENTS, 0, "You breathe the elements.");
			fire_ball(GF_MISSILE, dir, dam, 2);
			return TRUE;
		}

		case EF_TRAP_DOOR:
		case EF_TRAP_PIT:
		case EF_TRAP_PIT_SPIKES:
		case EF_TRAP_PIT_POISON:
		case EF_TRAP_RUNE_SUMMON:
		case EF_TRAP_RUNE_TELEPORT:
		case EF_TRAP_SPOT_FIRE:
		case EF_TRAP_SPOT_ACID:
		case EF_TRAP_DART_SLOW:
		case EF_TRAP_DART_LOSE_STR:
		case EF_TRAP_DART_LOSE_DEX:
		case EF_TRAP_DART_LOSE_CON:
		case EF_TRAP_GAS_BLIND:
		case EF_TRAP_GAS_CONFUSE:
		case EF_TRAP_GAS_POISON:
		case EF_TRAP_GAS_SLEEP:
		{
			break;
		}


		case EF_XXX:
		case EF_MAX:
			break;
	}

	/* Not used */
	msg_print("Effect not handled.");
	return FALSE;
}
Esempio n. 6
0
void chaos_warrior_reward(void)
{
    if (one_in_(6))
    {
        msg_format("%^s rewards you with a mutation!",
            chaos_patrons[p_ptr->chaos_patron]);

        mut_gain_random(NULL);
    }
    else
    {
        char        wrath_reason[32] = "";
        int         nasty_chance = 6;
        int         dummy = 0, dummy2 = 0;
        int         type, effect;
        int         count = 0;

        if (p_ptr->lev == 13) nasty_chance = 2;
        else if (!(p_ptr->lev % 13)) nasty_chance = 3;
        else if (!(p_ptr->lev % 14)) nasty_chance = 12;

        if (one_in_(nasty_chance))
            type = randint1(20); /* Allow the 'nasty' effects */
        else
            type = randint1(15) + 5; /* Or disallow them */

        if (type < 1) type = 1;
        if (type > 20) type = 20;
        type--;

        sprintf(wrath_reason, "the Wrath of %s",
            chaos_patrons[p_ptr->chaos_patron]);

        effect = chaos_rewards[p_ptr->chaos_patron][type];
        switch (effect)
        {
        case REW_POLY_SLF:
            msg_format("The voice of %s booms out:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Thou needst a new form, mortal!'");

            do_poly_self();
            break;
        case REW_GAIN_EXP:
            msg_format("The voice of %s booms out:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Well done, mortal! Lead on!'");
            if (p_ptr->prace == RACE_ANDROID)
                msg_print("But, nothing happen.");
            else if (p_ptr->exp < PY_MAX_EXP)
            {
                s32b ee = (p_ptr->exp / 2) + 10;
                if (ee > 100000L) ee = 100000L;
                msg_print("You feel more experienced.");
                gain_exp(ee);
            }
            break;
        case REW_LOSE_EXP:
            msg_format("The voice of %s booms out:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Thou didst not deserve that, slave.'");

            if (p_ptr->prace == RACE_ANDROID)
                msg_print("But, nothing happen.");
            else
            {
                lose_exp(p_ptr->exp / 6);
            }
            break;
        case REW_GOOD_OBJ:
            msg_format("The voice of %s whispers:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Use my gift wisely.'");
            acquirement(py, px, 1, FALSE, FALSE);
            break;
        case REW_GREA_OBJ:
            msg_format("The voice of %s booms out:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Use my gift wisely.'");

            acquirement(py, px, 1, TRUE, FALSE);
            break;
        case REW_CHAOS_WP:
        {
            object_type forge;

            msg_format("The voice of %s booms out:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Thy deed hath earned thee a worthy blade.'");

            dummy = TV_SWORD;
            switch (randint1(p_ptr->lev))
            {
                case 0: case 1:
                    dummy2 = SV_DAGGER;
                    break;
                case 2: case 3:
                    dummy2 = SV_MAIN_GAUCHE;
                    break;
                case 4:
                    dummy2 = SV_TANTO;
                    break;
                case 5: case 6:
                    dummy2 = SV_RAPIER;
                    break;
                case 7: case 8:
                    dummy2 = SV_SMALL_SWORD;
                    break;
                case 9: case 10:
                    dummy2 = SV_BASILLARD;
                    break;
                case 11: case 12: case 13:
                    dummy2 = SV_SHORT_SWORD;
                    break;
                case 14: case 15:
                    dummy2 = SV_SABRE;
                    break;
                case 16: case 17:
                    dummy2 = SV_CUTLASS;
                    break;
                case 18:
                    dummy2 = SV_WAKIZASHI;
                    break;
                case 19:
                    dummy2 = SV_KHOPESH;
                    break;
                case 20:
                    dummy2 = SV_TULWAR;
                    break;
                case 21:
                    dummy2 = SV_BROAD_SWORD;
                    break;
                case 22: case 23:
                    dummy2 = SV_LONG_SWORD;
                    break;
                case 24: case 25:
                    dummy2 = SV_SCIMITAR;
                    break;
                case 26:
                    dummy2 = SV_NINJATO;
                    break;
                case 27:
                    dummy2 = SV_KATANA;
                    break;
                case 28: case 29:
                    dummy2 = SV_BASTARD_SWORD;
                    break;
                case 30:
                    dummy2 = SV_GREAT_SCIMITAR;
                    break;
                case 31:
                    dummy2 = SV_CLAYMORE;
                    break;
                case 32:
                    dummy2 = SV_ESPADON;
                    break;
                case 33:
                    dummy2 = SV_TWO_HANDED_SWORD;
                    break;
                case 34:
                    dummy2 = SV_FLAMBERGE;
                    break;
                case 35:
                    dummy2 = SV_NO_DACHI;
                    break;
                case 36:
                    dummy2 = SV_EXECUTIONERS_SWORD;
                    break;
                case 37:
                    dummy2 = SV_ZWEIHANDER;
                    break;
                case 38:
                    dummy2 = SV_HAYABUSA;
                    break;
                default:
                    dummy2 = SV_BLADE_OF_CHAOS;
            }

            object_prep(&forge, lookup_kind(dummy, dummy2));
            forge.to_h = 3 + randint1(dun_level) % 10;
            forge.to_d = 3 + randint1(dun_level) % 10;
            one_resistance(&forge);
            forge.name2 = EGO_WEAPON_CHAOS;

            drop_near(&forge, -1, py, px);
            break;
        }
        case REW_GOOD_OBS:
            msg_format("The voice of %s booms out:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Thy deed hath earned thee a worthy reward.'");

            acquirement(py, px, randint1(2) + 1, FALSE, FALSE);
            break;
        case REW_GREA_OBS:
            msg_format("The voice of %s booms out:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Behold, mortal, how generously I reward thy loyalty.'");

            acquirement(py, px, randint1(2) + 1, TRUE, FALSE);
            break;
        case REW_TY_CURSE:
            msg_format("The voice of %s thunders:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Thou art growing arrogant, mortal.'");

            activate_ty_curse(FALSE, &count);
            break;
        case REW_SUMMON_M:
            msg_format("The voice of %s booms out:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'My pets, destroy the arrogant mortal!'");
            for (dummy = 0; dummy < randint1(5) + 1; dummy++)
                summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
            break;
        case REW_H_SUMMON:
            msg_format("The voice of %s booms out:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Thou needst worthier opponents!'");
            activate_hi_summon(py, px, FALSE);
            break;
        case REW_DO_HAVOC:
            msg_format("The voice of %s booms out:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Death and destruction! This pleaseth me!'");
            call_chaos(100);
            break;
        case REW_GAIN_ABL:
            msg_format("The voice of %s rings out:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Stay, mortal, and let me mold thee.'");
            if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
                do_inc_stat(chaos_stats[p_ptr->chaos_patron]);
            else
                do_inc_stat(randint0(6));
            break;
        case REW_LOSE_ABL:
            msg_format("The voice of %s booms out:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'I grow tired of thee, mortal.'");

            if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
                do_dec_stat(chaos_stats[p_ptr->chaos_patron]);
            else
                do_dec_stat(randint0(6));
            break;
        case REW_RUIN_ABL:
            msg_format("The voice of %s thunders:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Thou needst a lesson in humility, mortal!'");
            msg_print("You feel less powerful!");

            for (dummy = 0; dummy < 6; dummy++)
                dec_stat(dummy, 10 + randint1(15), TRUE);
            break;
        case REW_POLY_WND:
            msg_format("You feel the power of %s touch you.", chaos_patrons[p_ptr->chaos_patron]);
            do_poly_wounds();
            break;
        case REW_AUGM_ABL:
            msg_format("The voice of %s booms out:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Receive this modest gift from me!'");
            for (dummy = 0; dummy < 6; dummy++)
                do_inc_stat(dummy);
            break;
        case REW_HURT_LOT:
            msg_format("The voice of %s booms out:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Suffer, pathetic fool!'");
            fire_ball(GF_DISINTEGRATE, 0, p_ptr->lev * 4, 4);
            take_hit(DAMAGE_NOESCAPE, p_ptr->lev * 4, wrath_reason, -1);
            break;
       case REW_HEAL_FUL:
            msg_format("The voice of %s booms out:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Rise, my servant!'");
            restore_level();
            set_poisoned(0, TRUE);
            set_blind(0, TRUE);
            set_confused(0, TRUE);
            set_image(0, TRUE);
            set_stun(0, TRUE);
            set_cut(0, TRUE);
            hp_player(5000);
            for (dummy = 0; dummy < 6; dummy++)
                do_res_stat(dummy);
            break;
        case REW_CURSE_WP:
        {
            int slot = equip_random_slot(object_is_melee_weapon);
            if (slot)
            {
                msg_format("The voice of %s booms out:",
                    chaos_patrons[p_ptr->chaos_patron]);
                msg_print("'Thou reliest too much on thy weapon.'");
                curse_weapon(FALSE, slot);
            }
            break;
        }
        case REW_CURSE_AR:
        {
            int slot = equip_random_slot(object_is_armour);
            if (slot)
            {
                msg_format("The voice of %s booms out:",
                    chaos_patrons[p_ptr->chaos_patron]);
                msg_print("'Thou reliest too much on thine equipment.'");
                curse_armor(slot);
            }
            break;
        }
        case REW_PISS_OFF:
            msg_format("The voice of %s whispers:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Now thou shalt pay for annoying me.'");
            switch (randint1(4))
            {
                case 1:
                    activate_ty_curse(FALSE, &count);
                    break;
                case 2:
                    activate_hi_summon(py, px, FALSE);
                    break;
                case 3:
                    if (one_in_(2))
                    {
                        int slot = equip_random_slot(object_is_melee_weapon);
                        if (slot)
                            curse_weapon(FALSE, slot);
                    }
                    else
                    {
                        int slot = equip_random_slot(object_is_armour);
                        if (slot)
                            curse_armor(slot);
                    }
                    break;
                default:
                    for (dummy = 0; dummy < 6; dummy++)
                        dec_stat(dummy, 10 + randint1(15), TRUE);
                    break;
            }
            break;
        case REW_WRATH:
            msg_format("The voice of %s thunders:", chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Die, mortal!'");

            take_hit(DAMAGE_LOSELIFE, p_ptr->lev * 4, wrath_reason, -1);
            for (dummy = 0; dummy < 6; dummy++)
                dec_stat(dummy, 10 + randint1(15), FALSE);
            activate_hi_summon(py, px, FALSE);
            activate_ty_curse(FALSE, &count);
            if (one_in_(2))
            {
                int slot = equip_random_slot(object_is_melee_weapon);
                if (slot)
                    curse_weapon(FALSE, slot);
            }
            if (one_in_(2))
            {
                int slot = equip_random_slot(object_is_armour);
                if (slot)
                    curse_armor(slot);
            }
            break;
        case REW_DESTRUCT:
            msg_format("The voice of %s booms out:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Death and destruction! This pleaseth me!'");
            destroy_area(py, px, 25, 3 * p_ptr->lev);
            break;
        case REW_GENOCIDE:
            msg_format("The voice of %s booms out:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Let me relieve thee of thine oppressors!'");
            symbol_genocide(0, FALSE);
            break;
        case REW_MASS_GEN:
            msg_format("The voice of %s booms out:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Let me relieve thee of thine oppressors!'");
            mass_genocide(0, FALSE);
            break;
        case REW_DISPEL_C:
            msg_format("You can feel the power of %s assault your enemies!",
                chaos_patrons[p_ptr->chaos_patron]);
            dispel_monsters(p_ptr->lev * 4);
            break;
        case REW_IGNORE:
            msg_format("%s ignores you.",
                chaos_patrons[p_ptr->chaos_patron]);
            break;
        case REW_SER_DEMO:
            msg_format("%s rewards you with a demonic servant!",chaos_patrons[p_ptr->chaos_patron]);
            if (!summon_specific(-1, py, px, dun_level, SUMMON_DEMON, PM_FORCE_PET))
                msg_print("Nobody ever turns up...");
            break;
        case REW_SER_MONS:
            msg_format("%s rewards you with a servant!",chaos_patrons[p_ptr->chaos_patron]);
            if (!summon_specific(-1, py, px, dun_level, 0, PM_FORCE_PET))
                msg_print("Nobody ever turns up...");
            break;
        case REW_SER_UNDE:
            msg_format("%s rewards you with an undead servant!",chaos_patrons[p_ptr->chaos_patron]);
            if (!summon_specific(-1, py, px, dun_level, SUMMON_UNDEAD, PM_FORCE_PET))
                msg_print("Nobody ever turns up...");
            break;
        default:
            msg_format("The voice of %s stammers:", chaos_patrons[p_ptr->chaos_patron]);
            msg_format("'Uh... uh... the answer's %d/%d, what's the question?'", type, effect);
        }
    }
}
static bool quaff_potion(object_type *o_ptr, bool *ident)
{
	/* Analyze the potion */
	switch (o_ptr->sval)
	{
		case SV_POTION_WATER:
		case SV_POTION_APPLE_JUICE:
		case SV_POTION_SLIME_MOLD:
		{
			msg_print("Вы утолили жажду.");
			*ident = TRUE;
			break;
		}

		case SV_POTION_SLOWNESS:
		{
			if (set_slow(p_ptr->slow + randint(25) + 15)) *ident = TRUE;
			break;
		}

		case SV_POTION_SALT_WATER:
		{
			msg_print("Вя-а-а! Вас стошнило!");
			(void)set_food(PY_FOOD_STARVE - 1);
			(void)set_poisoned(0);
			(void)set_paralyzed(p_ptr->paralyzed + 4);
			*ident = TRUE;
			break;
		}

		case SV_POTION_POISON:
		{
			if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
			{
				if (set_poisoned(p_ptr->poisoned + rand_int(15) + 10))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_POTION_BLINDNESS:
		{
			if (!p_ptr->resist_blind)
			{
				if (set_blind(p_ptr->blind + rand_int(100) + 100))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_POTION_CONFUSION:
		{
			if (!p_ptr->resist_confu)
			{
				if (set_confused(p_ptr->confused + rand_int(20) + 15))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_POTION_SLEEP:
		{
			if (!p_ptr->free_act)
			{
				if (set_paralyzed(p_ptr->paralyzed + rand_int(4) + 4))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_POTION_LOSE_MEMORIES:
		{
			if (!p_ptr->hold_life && (p_ptr->exp > 0))
			{
				msg_print("Ваша жизнь меркнет.");
				lose_exp(p_ptr->exp / 4);
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_RUINATION:
		{
			msg_print("Ваши нервы и мускулы кажутся слабыми и безжизненными!");
			take_hit(damroll(10, 10), "зельем Ослабевания");
			(void)dec_stat(A_DEX, 25, TRUE);
			(void)dec_stat(A_WIS, 25, TRUE);
			(void)dec_stat(A_CON, 25, TRUE);
			(void)dec_stat(A_STR, 25, TRUE);
			(void)dec_stat(A_CHR, 25, TRUE);
			(void)dec_stat(A_INT, 25, TRUE);
			*ident = TRUE;
			break;
		}

		case SV_POTION_DEC_STR:
		{
			if (do_dec_stat(A_STR)) *ident = TRUE;
			break;
		}

		case SV_POTION_DEC_INT:
		{
			if (do_dec_stat(A_INT)) *ident = TRUE;
			break;
		}

		case SV_POTION_DEC_WIS:
		{
			if (do_dec_stat(A_WIS)) *ident = TRUE;
			break;
		}

		case SV_POTION_DEC_DEX:
		{
			if (do_dec_stat(A_DEX)) *ident = TRUE;
			break;
		}

		case SV_POTION_DEC_CON:
		{
			if (do_dec_stat(A_CON)) *ident = TRUE;
			break;
		}

		case SV_POTION_DEC_CHR:
		{
			if (do_dec_stat(A_CHR)) *ident = TRUE;
			break;
		}

		case SV_POTION_DETONATIONS:
		{
			msg_print("Массивные взрывы сотрясают ваше тело!");
			take_hit(damroll(50, 20), "зельем взрыва");
			(void)set_stun(p_ptr->stun + 75);
			(void)set_cut(p_ptr->cut + 5000);
			*ident = TRUE;
			break;
		}

		case SV_POTION_DEATH:
		{
			msg_print("Чувство Смерти протекает сквозь вас...");
			take_hit(5000, "зельем Смерти");
			*ident = TRUE;
			break;
		}

		case SV_POTION_INFRAVISION:
		{
			if (set_tim_infra(p_ptr->tim_infra + 100 + randint(100)))
			{
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_DETECT_INVIS:
		{
			if (set_tim_invis(p_ptr->tim_invis + 12 + randint(12)))
			{
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_SLOW_POISON:
		{
			if (set_poisoned(p_ptr->poisoned / 2)) *ident = TRUE;
			break;
		}

		case SV_POTION_CURE_POISON:
		{
			if (set_poisoned(0)) *ident = TRUE;
			break;
		}

		case SV_POTION_BOLDNESS:
		{
			if (set_afraid(0)) *ident = TRUE;
			break;
		}

		case SV_POTION_SPEED:
		{
			if (!p_ptr->fast)
			{
				if (set_fast(randint(25) + 15)) *ident = TRUE;
			}
			else
			{
				(void)set_fast(p_ptr->fast + 5);
			}
			break;
		}

		case SV_POTION_RESIST_HEAT:
		{
			if (set_oppose_fire(p_ptr->oppose_fire + randint(10) + 10))
			{
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_RESIST_COLD:
		{
			if (set_oppose_cold(p_ptr->oppose_cold + randint(10) + 10))
			{
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_HEROISM:
		{
			if (hp_player(10)) *ident = TRUE;
			if (set_afraid(0)) *ident = TRUE;
			if (set_hero(p_ptr->hero + randint(25) + 25)) *ident = TRUE;
			break;
		}

		case SV_POTION_BERSERK_STRENGTH:
		{
			if (hp_player(30)) *ident = TRUE;
			if (set_afraid(0)) *ident = TRUE;
			if (set_shero(p_ptr->shero + randint(25) + 25)) *ident = TRUE;
			break;
		}

		case SV_POTION_CURE_LIGHT:
		{
			if (hp_player(damroll(2, 8))) *ident = TRUE;
			if (set_blind(0)) *ident = TRUE;
			if (set_cut(p_ptr->cut - 10)) *ident = TRUE;
			break;
		}

		case SV_POTION_CURE_SERIOUS:
		{
			if (hp_player(damroll(4, 8))) *ident = TRUE;
			if (set_blind(0)) *ident = TRUE;
			if (set_confused(0)) *ident = TRUE;
			if (set_cut((p_ptr->cut / 2) - 50)) *ident = TRUE;
			break;
		}

		case SV_POTION_CURE_CRITICAL:
		{
			if (hp_player(damroll(6, 8))) *ident = TRUE;
			if (set_blind(0)) *ident = TRUE;
			if (set_confused(0)) *ident = TRUE;
			if (set_poisoned(0)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			break;
		}

		case SV_POTION_HEALING:
		{
			if (hp_player(300)) *ident = TRUE;
			if (set_blind(0)) *ident = TRUE;
			if (set_confused(0)) *ident = TRUE;
			if (set_poisoned(0)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			break;
		}

		case SV_POTION_STAR_HEALING:
		{
			if (hp_player(1200)) *ident = TRUE;
			if (set_blind(0)) *ident = TRUE;
			if (set_confused(0)) *ident = TRUE;
			if (set_poisoned(0)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			break;
		}

		case SV_POTION_LIFE:
		{
			msg_print("Чуство Жизни протекает в вас!");
			restore_level();
			(void)set_poisoned(0);
			(void)set_blind(0);
			(void)set_confused(0);
			(void)set_image(0);
			(void)set_stun(0);
			(void)set_cut(0);
			(void)do_res_stat(A_STR);
			(void)do_res_stat(A_CON);
			(void)do_res_stat(A_DEX);
			(void)do_res_stat(A_WIS);
			(void)do_res_stat(A_INT);
			(void)do_res_stat(A_CHR);

			/* Recalculate max. hitpoints */
			update_stuff();

			hp_player(5000);

			*ident = TRUE;
			break;
		}

		case SV_POTION_RESTORE_MANA:
		{
			if (p_ptr->csp < p_ptr->msp)
			{
				p_ptr->csp = p_ptr->msp;
				p_ptr->csp_frac = 0;
				msg_print("Ваша голова проясняется.");
				p_ptr->redraw |= (PR_MANA);
				p_ptr->window |= (PW_PLAYER_0 | PW_PLAYER_1);
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_RESTORE_EXP:
		{
			if (restore_level()) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_STR:
		{
			if (do_res_stat(A_STR)) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_INT:
		{
			if (do_res_stat(A_INT)) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_WIS:
		{
			if (do_res_stat(A_WIS)) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_DEX:
		{
			if (do_res_stat(A_DEX)) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_CON:
		{
			if (do_res_stat(A_CON)) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_CHR:
		{
			if (do_res_stat(A_CHR)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_STR:
		{
			if (do_inc_stat(A_STR)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_INT:
		{
			if (do_inc_stat(A_INT)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_WIS:
		{
			if (do_inc_stat(A_WIS)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_DEX:
		{
			if (do_inc_stat(A_DEX)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_CON:
		{
			if (do_inc_stat(A_CON)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_CHR:
		{
			if (do_inc_stat(A_CHR)) *ident = TRUE;
			break;
		}

		case SV_POTION_AUGMENTATION:
		{
			if (do_inc_stat(A_STR)) *ident = TRUE;
			if (do_inc_stat(A_INT)) *ident = TRUE;
			if (do_inc_stat(A_WIS)) *ident = TRUE;
			if (do_inc_stat(A_DEX)) *ident = TRUE;
			if (do_inc_stat(A_CON)) *ident = TRUE;
			if (do_inc_stat(A_CHR)) *ident = TRUE;
			break;
		}

		case SV_POTION_ENLIGHTENMENT:
		{
			msg_print("Изображение подземелья формируется у вас в голове...");
			wiz_lite();
			*ident = TRUE;
			break;
		}

		case SV_POTION_STAR_ENLIGHTENMENT:
		{
			msg_print("Вы чувствуете себя просвещенным...");
			message_flush();
			wiz_lite();
			(void)do_inc_stat(A_INT);
			(void)do_inc_stat(A_WIS);
			(void)detect_traps();
			(void)detect_doors();
			(void)detect_stairs();
			(void)detect_treasure();
			(void)detect_objects_gold();
			(void)detect_objects_normal();
			identify_pack();
			self_knowledge();
			*ident = TRUE;
			break;
		}

		case SV_POTION_SELF_KNOWLEDGE:
		{
			msg_print("Вы познаете себя немного лучше...");
			message_flush();
			self_knowledge();
			*ident = TRUE;
			break;
		}

		case SV_POTION_EXPERIENCE:
		{
			if (p_ptr->exp < PY_MAX_EXP)
			{
				s32b ee = (p_ptr->exp / 2) + 10;
				if (ee > 100000L) ee = 100000L;
				msg_print("Вы чувствуете себя более опытным.");
				gain_exp(ee);
				*ident = TRUE;
			}
			break;
		}
	}

	return (TRUE);
}